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Combat System

Kurt edited this page Jul 9, 2026 · 11 revisions

Combat System

Audience: Engine Developer Status: ✍️ Draft

The combat loop: how fights start, how rounds resolve, how damage flows through a single uniform dealDamage path, and how death is a cancellable checkpoint. Combat is designed to be reproducible via zone-owned, seeded entropy.

Intended contents

  • Combat entry: kill/assist/flee/consider; engagement and threat/eligibility tracking
  • combat_profile_defs and damage_type_defs: the content-defined combat model (no hardcoded classes of damage)
  • The round loop: initiative/timing within the zone tick; hit/damage resolution via the check primitive
  • Uniform damage: the single dealDamage path; on_depleted as the cancellable death checkpoint (death-ward)
  • Reproducibility: zone-owned entropy-seeded, injectable RNG (#58) — deterministic combat for tests
  • Death, corpses, respawn, and the cross-respawn op-list guard; loot eligibility handoff to the loot resolver
  • Classes/algorithms/APIs: combat controller, damage pipeline, RNG injection
  • Mermaid: engage→round→resolve→death-checkpoint→loot sequence
  • Cross-links: Abilities & Effects, Loot, Spawns & Crafting

Scaffold page — full content pending the wiki build-out.

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